uniform mat4 mvp; varying vec2 xlv_TEXCOORD0; varying vec4 xlv_COLOR; void main () { vec4 tmpvar_1; tmpvar_1.w = gl_Color.w; tmpvar_1.xyz = (gl_Color.xyz + gl_Normal); gl_Position = (mvp * gl_Vertex); xlv_TEXCOORD0 = gl_MultiTexCoord0.xy; xlv_COLOR = tmpvar_1; } // stats: 2 alu 0 tex 0 flow // inputs: 4 // #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8 // #1: gl_Color (high float) 4x1 [-1] loc 3 // #2: gl_Normal (high float) 3x1 [-1] loc 2 // #3: gl_Vertex (high float) 4x1 [-1] loc 0 // uniforms: 1 (total size: 0) // #0: mvp (high float) 4x4 [-1]